A low-cost volumetric cloud solution for mobile devices suitable for curved fields of view

By dynamically generating normal feedback surfaces and custom lighting algorithms, combined with surface field optimization, the problems of high volume cloud consumption and poor surface field performance on the mobile terminal are solved, and low consumption and smooth volume cloud presentation are achieved.

CN118370982BActive Publication Date: 2025-04-04GUANGZHOU AIYOU INFORMATION TECH
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Patent Information

Application Number
CN202410331178.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-03-21
Publication Date
2025-04-04
Estimated Expiration
2044-03-21

AI Technical Summary

Technical Problem

The existing volume cloud implementation solution in games consumes too much on mobile devices, resulting in lag and heat, and poor performance in curved field of view.

Method used

By dynamically generating normal feedback surfaces for the forward field of view, customizing volume lighting using Matcap algorithm, and patching according to camera position, combining surface field of view effect and mobile efficiency optimization, vertex dynamic sorting rendering is used to reduce OverDraw.

Benefits of technology

It realizes the low consumption of volume clouds on the mobile terminal, and performs well in the curved field of view, ensuring smooth picture operation and low heat generation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a volume cloud solution suitable for curved surface vision at a mobile terminal with low consumption, belonging to the field of game development technology; including the following steps: S1, dynamically generating normal feedback patches of forward vision; S2, customizing volumetric lighting with Matcap algorithm; S3, patching the camera position; S4, optimizing curved surface vision effect and mobile terminal efficiency. The present invention uses a normal feedback patch dynamically generated at a certain angle to the camera direction, a lighting implementation solution customized based on Matcap, generates specific normal patches at the edge and perspective direction singularities, uses Blend to form overlapping depth, and uses a very small number of patches to form a strong sense of volume and lighting direction. At the same time, in order to perform on the curved surface vision, the vertex color calculated dynamically is used to simulate the light transmission effect of the spherical atmosphere and the performance of the skyline, and the problem of OverDraw being too high is solved by vertex dynamic sorting rendering, so that the mobile terminal can run stably and smoothly.
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Description

Technical Field

[0001] The present invention relates to the field of game development technology, and in particular to a volume cloud solution with low consumption on a mobile terminal and applicable to curved field of view. Background Art

[0002] The solutions for implementing volumetric clouds in traditional games are generally the following: the RayMarching algorithm calculates the ray marching, uses noise maps and lighting directions to simulate the sense of volume, or uses cross-face fusion to superimpose transparent maps at a specific perspective to form a sense of volume.

[0003] Regardless of the method used, the required GPU computing power or OverDraw consumption exceeds the performance bottleneck of the mobile device, resulting in severe screen freezes and heating. Moreover, in the curved field of view, due to the large perspective of the distant view and the situation where the normal of the face is basically parallel to the camera, the performance of the above two implementations is not ideal. Therefore, this application provides a low-consumption volume cloud solution for curved fields of view on mobile terminals to meet the needs. Summary of the invention

[0004] The technical problem to be solved by the present invention is to provide a low-consumption volumetric cloud solution for mobile terminals and suitable for curved fields of view to solve the existing problems.

[0005] In order to solve the above technical problems, the present invention provides the following technical solutions:

[0006] A low-consumption volume cloud solution for mobile terminals and suitable for curved fields of view includes the following steps:

[0007] S1, dynamically generates normal feedback patches for the forward view;

[0008] S2, customized volumetric lighting using Matcap-like algorithm;

[0009] S3, patch the camera position;

[0010] S4, optimized curved viewing effect and mobile efficiency.

[0011] In a possible implementation, the normal feedback patch in S1 is dynamically generated by facing the camera at a specific angle at regular intervals to form normal normal feedback, wherein the angle is obtained by calculating the tangent formed by the illumination direction and the lens orientation and the surface.

[0012] In a possible implementation, S2 specifically includes the following steps:

[0013] S21, uses a specially customized Matcap algorithm to imitate the lighting hierarchy of high-level patches through the normal feedback patches generated in S1;

[0014] S22, converts normal feedback patches of several different angles into the front half of a regular dodecahedron of uv mapping value through angle mapping;

[0015] S23, through a specially customized Matcap algorithm, a corresponding Matcap image is produced to adapt to the hierarchical lighting performance of the low-polygon style.

[0016] In a possible implementation, the lighting feedback finally displayed by S2 is a layered stylized lighting similar to a low-poly sphere.

[0017] In a possible implementation, S3 specifically includes the following steps:

[0018] S31, constructing a patch facing the camera at a specific orientation at the edge of the lens cone according to three values ​​of the lens FOV, the camera orientation, and the illumination direction;

[0019] S32, when the difference angle between the patch and other patches exceeds the set value, the corresponding pixels are weighted multiplied according to the camera angle in the pixelshader, and then clipped, and finally blended.

[0020] In a possible implementation, S4 specifically includes the following steps:

[0021] S41, sorting the faces from back to front according to the camera direction, and calculating whether superimposed rendering is required based on the distance;

[0022] S42, when doing the distance calculation of S41, the distance can be passed into the shader as a vertex color parameter, so that the pixels within a certain distance range can be gradually transitioned, thereby forming a spherical atmospheric light transmission effect;

[0023] S43, calculates the fusion boundary range required for skyline expression through the tangent of the distance plane and the surface, fills it into the a channel of the vertex color, and displays it in the shader.

[0024] Compared with the prior art, the present invention has at least the following beneficial effects:

[0025] By utilizing the normal feedback patches dynamically generated at a certain angle to the camera direction, a lighting implementation solution customized based on Matcap is used. According to the set lighting direction, specific normal patches are generated at the edge and perspective direction singularities, and Blend is used to form overlapping depth. A strong sense of volume and lighting direction is created with a very small number of patches. At the same time, in order to achieve the desired performance on the curved surface, dynamically calculated vertex colors are used to simulate the light transmission effect of the spherical atmosphere and the performance of the skyline. In response to the low efficiency of AlphaTest on the mobile terminal, the AlphaTest solution was not used, but the problem of excessive OverDraw was solved by dynamically sorting vertices for rendering, so that it can run stably and smoothly on the mobile terminal. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] The accompanying drawings, which are incorporated herein and constitute a part of the specification, illustrate embodiments of the present disclosure and, together with the description, further serve to explain the principles of the present disclosure and to enable those skilled in the relevant art to make and use the present disclosure.

[0027] Figure 1 The figure is a flow chart of the method of the present invention.

[0028] As shown in the figure, in order to clearly implement the structure of the embodiment of the present invention, specific structures and devices are marked in the figure, but this is only for illustrative purposes and is not intended to limit the present invention to the specific structure, device and environment. According to specific needs, ordinary technicians in this field can adjust or modify these devices and environments, and the adjustments or modifications made are still included in the scope of the attached claims. DETAILED DESCRIPTION

[0029] The following is a detailed description of a low-consumption volume cloud solution for curved views provided by the present invention in combination with the accompanying drawings and specific embodiments. At the same time, it is explained here that in order to make the embodiments more detailed, the following embodiments are the best and preferred embodiments, and those skilled in the art may also adopt other alternative methods for some known technologies; and the accompanying drawings are only for a more specific description of the embodiments, and are not intended to specifically limit the present invention.

[0030] It should be noted that the references to "one embodiment", "embodiment", "exemplary embodiments", "some embodiments" and the like in the specification indicate that the embodiments described may include specific features, structures or characteristics, but not every embodiment may include the specific features, structures or characteristics. In addition, when a specific feature, structure or characteristic is described in conjunction with an embodiment, it should be within the knowledge of a person skilled in the art to implement such feature, structure or characteristic in conjunction with other embodiments (whether or not explicitly described).

[0031] In general, a term can be understood, at least in part, from its use in context. For example, depending, at least in part, on the context, the term "one or more" as used herein can be used to describe any feature, structure, or characteristic in the singular sense, or can be used to describe a combination of features, structures, or characteristics in the plural sense. Additionally, the term "based on" can be understood as not necessarily intended to convey an exclusive set of factors, but rather can be alternative, depending, at least in part, on the context, allowing for the presence of other factors that are not necessarily explicitly described.

[0032] It will be understood that the meaning of “on,” “over,” and “above” in this disclosure should be interpreted in the broadest manner, so that “on” means not only “directly on” something, but also includes the meaning of being “on” something with intervening features or layers therebetween, and “on” or “over” means not only “on” or “above” something, but also includes the meaning of being “on” or “above” something with no intervening features or layers therebetween.

[0033] Additionally, spatially relative terms such as "under," "beneath," "lower," "above," "upper," and the like may be used herein for descriptive convenience to describe the relationship of one element or feature to another element or features, as shown in the accompanying drawings. Spatially relative terms are intended to encompass different orientations of the device in use or operation in addition to the orientation depicted in the accompanying drawings. The device may be oriented in other ways, and the spatially relative descriptors used herein may be similarly interpreted accordingly.

[0034] like Figure 1 As shown, an embodiment of the present invention provides a volume cloud solution with low consumption on a mobile terminal and applicable to a curved field of view, comprising the following steps:

[0035] S1, dynamically generate normal feedback patches for the forward field of view. Traditional Blend volumetric clouds generally use cross patches at multiple angles to solve the normal feedback of a single-direction light source. However, considering that the use environment of volumetric clouds generally does not require ultra-wide-angle close-up viewing, normal feedback patches are dynamically generated by facing the camera at a specific angle at certain intervals to form normal normal feedback. This specific angle is calculated by the tangent formed by the illumination direction and the lens direction and the surface;

[0036] S2, customize volumetric lighting using Matcap-like algorithms. The specific steps are:

[0037] S21, uses a specially customized Matcap algorithm to imitate the lighting hierarchy of high-level patches through the normal feedback patches generated in S1;

[0038] S22, because the patch we generated is a single patch with a specific angle facing the direction of light, it cannot express the smooth UV of a sphere, so we need to use angle mapping to convert normal feedback patches of several different angles into the front half of a regular dodecahedron with UV mapping values;

[0039] S23, using a specially customized Matcap algorithm to create corresponding Matcap images to adapt to the hierarchical lighting performance of the low-polygon style;

[0040] The final lighting feedback of S2 is a layered stylized lighting similar to a low-poly sphere;

[0041] S3, patching the camera position, the specific steps are as follows:

[0042] S31, based on the three values ​​of lens FOV, camera orientation, and light direction, a patch facing the camera is constructed at the edge of the lens cone with a specific orientation, thereby solving the problem of obvious normal feedback angles on both sides of the lens field of view due to the wide angle FOV of the perspective lens;

[0043] S32, when the difference angle between the patch and other patches exceeds the set value, the corresponding pixels are weighted multiplied according to the camera angle in the pixelshader and then clipped, and finally blended, so as to solve the problem of obvious light and dark boundaries due to the large angle difference between the normals of the patch and other patches, and also form a stylized layered transition effect;

[0044] S4, curved viewing effect and mobile terminal efficiency optimization, the specific steps are as follows:

[0045] S41, due to the spherical curvature of the surface field of view is far, there will be a large number of patches overlapping in the field of view at the far end, the Blend effect will form a high OverDraw, seriously affecting the rendering efficiency, so the patches need to be sorted from back to front according to the camera direction, and whether superimposed rendering is needed is calculated based on the distance. At the same time, unnecessary rasterization can be reduced by reducing the number of overlapping vertices;

[0046] S42, when doing the distance calculation of S41, the distance can be passed into the shader as a vertex color parameter, so that the pixels within a certain distance range can be gradually transitioned, thereby forming a spherical atmospheric light transmission effect;

[0047] S43, calculates the fusion boundary range required for skyline expression through the tangent of the distance plane and the surface, fills it into the a channel of the vertex color, and displays it in the shader.

[0048] The technical solution provided by the present invention can not only enable the volumetric cloud to run smoothly on the mobile terminal, but also perform well in the case of curved field of view.

[0049] The present invention covers any substitution, modification, equivalent method and scheme made on the essence and scope of the present invention. In order to make the public have a thorough understanding of the present invention, specific details are described in detail in the following preferred embodiments of the present invention, but those skilled in the art can fully understand the present invention without the description of these details. In addition, in order to avoid unnecessary confusion about the essence of the present invention, well-known methods, processes, procedures, components and circuits are not described in detail.

[0050] A person skilled in the art will appreciate that all or part of the steps in the above-mentioned embodiment method can be completed by instructing related hardware through a program, and the program can be stored in a computer-readable storage medium, such as ROM / RAM, a disk, an optical disk, etc.

[0051] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A low-consumption volumetric cloud solution for mobile terminals suitable for curved views, characterized in that: The following steps are involved: S1, dynamically generates normal feedback patches for the forward view; S2, customized volumetric lighting using Matcap algorithm; S3, patch the camera position; S4, curved viewing effect and mobile terminal efficiency optimization, the specific steps are as follows: S41, sorting the faces from back to front according to the camera direction, and calculating whether superimposed rendering is required based on the distance; S42, when doing the distance calculation in S41, the distance is passed into the shader as a vertex color parameter, so that the pixels whose distance reaches a certain range are gradually transitioned, thereby forming a spherical atmospheric light-transmitting effect; S43, calculates the fusion boundary range required for skyline expression through the tangent of the distance plane and the surface, fills it into the a channel of the vertex color, and displays it in the shader.

2. According to claim 1, a low-consumption volumetric cloud solution for mobile terminals suitable for curved views is characterized in that: The normal feedback patch in S1 is dynamically generated by facing the camera at a specific angle at a certain interval, thereby forming a normal normal feedback. The angle is obtained by calculating the tangent formed by the illumination direction and the lens orientation and the surface.

3. According to claim 1, a low-consumption volumetric cloud solution for mobile terminals suitable for curved views is characterized in that: The S2 specifically includes the following steps: S21, uses the Matcap algorithm to imitate the lighting hierarchy of the high-level patch through the normal feedback patch generated in S1; S22, converts normal feedback patches of several different angles into the front half of a regular dodecahedron of uv mapping value through angle mapping; S23, using the Matcap algorithm to create a corresponding Matcap image to adapt to the hierarchical lighting performance of the low-polygon style.

4. According to claim 3, a low-consumption volumetric cloud solution for mobile terminals suitable for curved views is characterized in that: The lighting feedback finally presented by S2 is a layered stylized lighting similar to a low-poly sphere.

5. According to claim 1, a low-consumption volumetric cloud solution for mobile terminals suitable for curved views is characterized in that: The S3 specifically includes the following steps: S31, constructing a patch facing the camera at a specific orientation at the edge of the lens cone according to three values ​​of the lens FOV, the camera orientation, and the illumination direction; S32, when the difference angle between the patch and other patches exceeds the set value, the corresponding pixels are weighted multiplied according to the camera angle in the pixelshader, and then clipped, and finally blended.

Citation Information

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